diff options
author | Thanasis Antoniou | 2019-04-28 00:20:05 +0300 |
---|---|---|
committer | Thanasis Antoniou | 2019-04-28 00:21:16 +0300 |
commit | c72cde3149514dddb8f76f9e717a0fb03dcb8332 (patch) | |
tree | 64ab76f8e22b3fc26bdcd5af8872f288eb791189 /engines/bladerunner/script/scene/ma01.cpp | |
parent | 346361166cd95bb6c2fb56c1526f8f44be27a32f (diff) | |
download | scummvm-rg350-c72cde3149514dddb8f76f9e717a0fb03dcb8332.tar.gz scummvm-rg350-c72cde3149514dddb8f76f9e717a0fb03dcb8332.tar.bz2 scummvm-rg350-c72cde3149514dddb8f76f9e717a0fb03dcb8332.zip |
BLADERUNNER: Fix spinner transitions post Act 1
Also restored ascenting outtake when leaving RC01 in Act 1
Diffstat (limited to 'engines/bladerunner/script/scene/ma01.cpp')
-rw-r--r-- | engines/bladerunner/script/scene/ma01.cpp | 24 |
1 files changed, 16 insertions, 8 deletions
diff --git a/engines/bladerunner/script/scene/ma01.cpp b/engines/bladerunner/script/scene/ma01.cpp index 7de96d7577..9a4bf2431b 100644 --- a/engines/bladerunner/script/scene/ma01.cpp +++ b/engines/bladerunner/script/scene/ma01.cpp @@ -275,14 +275,22 @@ void SceneScriptMA01::PlayerWalkedOut() { Actor_Set_Invisible(kActorMcCoy, false); Ambient_Sounds_Remove_All_Non_Looping_Sounds(true); Ambient_Sounds_Remove_All_Looping_Sounds(1); - if (!Game_Flag_Query(kFlagMA01toMA06) - && Global_Variable_Query(kVariableChapter) == 1 - ) { - Ambient_Sounds_Remove_All_Non_Looping_Sounds(true); - Ambient_Sounds_Remove_All_Looping_Sounds(1); - Outtake_Play(kOuttakeTowards2, true, -1); - Outtake_Play(kOuttakeInside1, true, -1); - Outtake_Play(kOuttakeTowards1, true, -1); + if (!Game_Flag_Query(kFlagMA01toMA06)) { + if (Global_Variable_Query(kVariableChapter) == 1) { + Outtake_Play(kOuttakeTowards2, true, -1); + Outtake_Play(kOuttakeInside1, true, -1); + Outtake_Play(kOuttakeTowards1, true, -1); + } +#if BLADERUNNER_ORIGINAL_BUGS +#else + else { + // Acts 2, 3 - should still use a spinner fly-through transition + if (!Game_Flag_Query(kFlagMcCoyInTyrellBuilding)) { + // don't play an extra outtake when going to Tyrell Building + Outtake_Play(kOuttakeAway1, true, -1); // available in Acts 2, 3 + } + } +#endif // BLADERUNNER_ORIGINAL_BUGS } } |